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研究生: Melese Astatke Alem
Melese Astatke Alem
論文名稱: 基於沈浸式虛擬實境(IVR)的科學、技術、宗教、工程、藝術和數學(STREAM)方法對中學生宗教研究學習成果的影響評估
Impact assessment of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) approach on Middle School students' religious studies learning outcomes
指導教授: 翁楊絲茜
Sz-Chien Wengyang
口試委員: 翁楊絲茜
Sz-Chien Wengyang
朱如君
Ju-Chun Chu
朱子君
Anita Zi-Chun C
夏志賢
Chih-Hsien Hsia
王蕙芝
Hui-Chih Wang
學位類別: 博士
Doctor
系所名稱: 人文社會學院 - 數位學習與教育研究所
Graduate Institute of Digital Learning and Education
論文出版年: 2023
畢業學年度: 112
語文別: 英文
論文頁數: 101
外文關鍵詞: IVR, Learning Achievement, STREAM, Engagement, Religious Studies, Motivation, Creativity Skill, Perception
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  • 沉浸式虛擬實境(IVR)尚未充分發揮其支持宗教教育的潛力。這項準實驗研究旨在調查採用 IVR 對宗教研究學習的作用,比較兩種學習方法在學習成績、學習動機、参與度、創造力和感知的差異: 基於沉浸式虛擬實境 (IVR) 的 STREAM 學習和基於桌面虛擬實境(DVR)的 STREAM 學習。這項研究的實驗組和對照組各有 20 名中學生,分別使用頭戴式虛擬實境顯示器和基於桌面虛擬實境在宗教學課堂上探索旅遊景點。數據來源包括:(a) 評估學生學習成績的前測和後測的多項選擇題,(b) 使用李克特量表(五分制)評估参與度、學習動機和感知的驗證問卷,以及 (c) 評估創造力的評分標準。數據分析包括獨立樣本 t 檢定和共變數分析(ANCOVA)。結果顯示,實驗組的學習成績和學習動機明顯更高。在對使用沉浸式虛擬實境 (IVR )技術的看法方面,雖然兩組之間没有顯著的統計上的差異,但兩組都表現出了積極的看法,得分都高於平均水平。此外,與對照組相比,實驗組在創造力和情感投入方面表現更為突出。這些發現為在宗教研究中使用基於沉浸式虛擬實境 (IVR) 的 STREAM 方法提供了支持,並為在課堂上整合和採用這種方法提供了啟示。


    Immersive Virtual Reality (IVR) has yet to fully realize its potential for supporting religious education. This quasi-experimental study aimed to investigate the role of adopting IVR on religious studies learning, comparing learning achievement, motivation, engagement, creativity skills, and perception between two learning approaches: IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning. The study involved twenty Middle School students in the experimental group using a Head-Mounted Virtual Reality display and twenty students in the control group using a DVR to explore tourism sites in the religious studies classroom. The data sources included: (a) multiple-choice questions on a pre-and post-test to evaluate students' learning achievement, (b) a validated questionnaire using a Likert scale with five points to assess engagement, motivation, and perception, and (c) a rubric to evaluate creativity skills. Data analysis involved independent samples t-tests and analysis of covariance (ANCOVA). The results indicated that the experimental group's learning achievement and motivation to learn were noticeably higher. In terms of perceptions toward using IVR technologies, although there was no statistically significant difference between the two groups, both groups displayed positive perceptions and scored above average. Additionally, the experimental group demonstrated superior creativity skills and emotional engagement compared to the comparison group. These findings provide support for the use of the IVR-based STREAM approach in religious studies and offer insights into integrating and adopting this approach in the classroom.

    TABLE OF CONTENTS DEDICATION I ABSTRACT (Chinese) 摘要 II ABSTRACT (English) III ACKNOWLEDGEMENTS IV LIST OF ACRONYMS IX LIST OF FIGURES X LIST OF TABLES XI CHAPTER ONE 1 INTRODUCTION 1 1.1 Background of the Study 1 1.2 Statement of the Problem 6 1.3 Research Objectives 8 1.4 Research Questions 9 1.5 Significance of the Study 9 1.6 Scope of the Study 11 1.7 Limitations of the Study 12 1.8 Operational Definition of Terminology 12 CHAPTER TWO 14 REVIEW OF RELATED LITERATURE 14 2.1 Immersive Virtual Reality (IVR) 14 2.2 Features of Immersive Virtual Environments (IVEs) 15 2.3 Pros and cons of the Immersive Virtual Reality (IVR) 16 2.4 The concept of STREAM 16 2.4.1 The relation between religion and science 18 2.4.2 The relation between religion and technology 19 2.4.3 The relation between religion and engineering 20 2.4.4 The relation between religion and art 20 2.4.5 The relation between religion and mathematics 21 2.5 360-degree videos 22 2.6 Desktop virtual reality (DVR) Vs. Immersive Virtual Reality (IVR) 23 2.7 Using VR and 360-degree video in the religious studies classroom 24 2.8 The 360-degree video content design and implementation 25 2.9 Multifaceted nature of student engagement 27 2.9.1 Behavioral engagement 27 2.9.2 Emotional engagement 28 2.9.3 Cognitive engagement 29 2.10 Technology acceptance 29 2.11 Student perception 30 2.12 Student motivation 32 2.13 Creativity 32 2.14 Introduction of Guanshan Tianhou Temple 34 CHAPTER THREE 36 METHODOLOGY 36 3.1 Research design 36 3.2 Participants 36 3.3 Measurements 37 i. Achievement test 38 ii. Perception questionnaire 38 iii. The engagement scale 38 iv. The learning motivation scale 39 v. Rubric of creativity skill 39 3.4 Experimental Procedure 41 3.5 Data analysis 43 CHAPTER FOUR 44 RESULTS 44 4.1 Research Question 1: Learning achievement 44 4.2 Research Question 2: Learning Engagement 46 4.3 Research Question 3: Learning Motivation 49 4.4 Research Question 4: Creativity Skill 50 4. 5 Research Question 5: Student perception toward the use of VR technologies 52 CHAPTER FIVE 54 DISCUSSION AND CONCLUSION 54 5.1 Students’ learning achievement 54 5.2 Students’ learning engagement 54 5.3 Students’ learning motivation 55 5.4 Students’ creativity skill 56 5.5 Students' perceptions of IVR 58 5.6 Conclusion 59 5.7 Implications of the study 60 5.8 Limitations and Recommendations for Future Research 61 REFERENCES 64 APPENDICES 78 Appendix A: Student perceptions scale 78 Appendix B: Student Engagement Scale and Factor Loading of Constructs 79 Appendix C: Student Motivation scale 82 Appendix D: Rubric of creativity skill 84 Appendix E: Achievement test 85

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